A platformer set in total darkness where every sonar ping reveals the path forward but each pulse reshapes the world and awakens lurking enemies. Will you risk the noise, or stumble blind into the void?

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5hr 32min7:57 AM11/09/25

IRL Day 11/06 (6 hours spent):

Today I soldered all my buttons and setup my screen & wiring, got the wood drilled for buttons

IRL DAY 11/07 (2 hours spent):

Today I mounted my screen

IRL DAY 11/08 (7 hours spent):

Today I setup all my buttons & joystick with the pi, and got movement working by the joystick.

IRL DAY 11/09 (5 hours spent):

Today I got my game fully functional with the arcade inputs, this involved menu navigation, doing mapping for gpio to keeb inputs.

019a679e-2b5a-752b-9086-d0463027fed3.jpg
2hr 10min11:18 PM11/02/25

So i added stat tracking, i kinda was inpsired by ultrakill, i will improve upon effects further, but some rankings and stat tracking with some nice animations exists!

2hr 26min11:56 PM11/01/25

Now, i did a lot more translations, and a lot of polishing up, added a lot more quest variety, improved performance, added a settings preview, improved boss intro, improved rune synergy discovery, and some other small fixes.

2hr 8min11:25 PM10/31/25

translations! I did a lot of translations, still some visual ones, and others pending but id say 90% done.

2hr 6min11:41 PM10/30/25

I improved the layout for pause, will work on it further tommorow, i added a new rune/collectable, swarm core, which will allow your moth to replicate and also attack, which would be useful in boss fights etc. Also improved the variabiallity of the like less sonars, so now they arent completely weak and useless

2hr 8min10:46 PM10/29/25

i worked on further polishing, such as allowing sonars/dashes/attacks of a lower strength with lower essence consumption, this makes impossible now a little possible. also idle animations on runes, and some reverb of a sonar in wind

2hr 47min10:18 PM10/28/25

i improved the hud for the light energy, it is now essence, makes it more clear on how many sonars/dashses/attacks are available and shakes the HUD when insufficient essence, also tweaked values little bit so that every difficulty atleast has enough starting essence to do 1 sonar

2hr 49min9:51 PM10/27/25

There is now energy! light energy is now used, for stuff like sonar, dashing etc. you get it by collecting and also checkpoints and healing crystals etc. This is also integrated with diffculties regarding how much energy 1 sonar takes, how much energy you'll find around the map, etc!

2hr 58min9:53 PM10/26/25

Difficulties! There are 5, easy, medium, hard, expert, impossible. They affect all parts of gameplay leading from the amount of respawns on checkpoint to the sonar cone width etc.

2hr 40min9:56 PM10/25/25

I made checkpoints, they have randomized activation messages, they let you respawn 3 times.

1hr 13min7:56 PM10/24/25

Some improvements, like dash being actually useful and landing you on a platform safely, making death be more dynamic so its not a fixed y axis allowing for lower platforms. and some other wasted code cleanup & with adding some time challenge zones to the map. Hope yall enjoy the demo

4hr 27min3:21 PM10/24/25

A lot of replay work, ghost trails, cleaner paths, stats box, timeline, also hit flash indicators & skip functionality, tried to make the camera movement smoother too

2hr 1min2:49 PM10/23/25

Replays work now! still kinda scrappy but working. so stuff to fix: center the close call text, improve the replay camera. And for after i have plans for improving level design with all my new stuff that i havent used too much yk, and also fix the rune camera snappiness

3hr 33min9:44 PM10/22/25

Time challenge zones! so timer based zones you have to complete, if you do in time you get a reward or you lose a x% of ur health. also like a countdown, with heartbeat audio getting higher and higher as the time decreases. Working on close calls replay rn, so if you finished it in the last say 10% of the time, you see a clutch replay kinda thing.

1hr 55min12:28 PM10/22/25

so uh idrk, why it took this long but there were a lot of shader issues.. so export took like a long time. I also added sounds to like quest accepting, reward its just a beep for now tbf. forgot to mention in last devlog but i also added a adaptivedifficulty system, which measures how the player is getting on with the game, if good then the enemies/learning curve is going to be harder it uses statistics like distancetravlelled per min, deaths per min, kills per min, etc.

3hr 40min9:49 PM10/21/25

I worked on a enemy state machine, and will continue to improve the enemy AI/pathfinding/attacking

I improved the reward system & boost UI

I also worked on a few bug fixes, especially some quest stuff.

2hr 16min10:07 PM10/20/25

Added some juice into the game. Improved jump animation with a little squash, added coyote time, improved quest finishing with parchment and stuff, improved death animation with like a camera shake, and blood splatter, improved dash by a color flash. Also fixed a bug where reset to default only persisted for current, and the past keybinds were dominant in saving for the next play.

2hr 34min10:35 PM10/19/25

Well more bug fixing, options control added all the new controls, fixed saving and fixed input mapping too. Fixed the questUI not pausing the game, and levelmanager pausing when you are going to die.

GitHubstuff fixes+7278-179
1hr 19min10:17 PM10/18/25

Mainly worked on bug fixes, like cleanup of sentinel attacks, and null references, WIP: questUI not actually pausing the game, levelmanager pausing if u are mid jump and going to die making it confusing

59min8:53 PM10/18/25

Worked on meelee chargeup, and improved level design a lil bit, Demo time! Hope yall like this one

2hr 8min8:46 PM10/17/25

Worked on door, improved pressure plate, worked on the wind, now theres like speed up, resistance, actual movement, like resistance/speed stronger at center and gusts as well, door crushing 75% of your health goes, and a movement debuff applied too.

2hr 27min9:34 PM10/16/25

Worked on the movingspiked platforms, and also started work on wind currents, pressure plates, not in a super complete state.. as can be seen in the vid, i will also add doors/movable barriers for the pressure plates tmrw

2hr 11min9:46 PM10/15/25

Worked on improving meelee, parry. Also worked on dash pads and a dynamic spike platform, which isn't fully complete & also kinda broken so i couldnt show it, but the spikes go up and down at random times and react to the sonar, also improved the pause menu UI

2hr 49min9:10 PM10/14/25

Damage numbers & made moth react to corruption levels too, meelee attack, parry system work, damage fx improvements, hitstop improvements, pause menu

2hr 46min9:04 PM10/12/25

Worked on light moth further, art, flying animation, dialogue for text, improved sonar range and rings removed. Improved some enviroment stuff like the corruption pool vignette and placed boss at a suitable location for it. (Note: Boss fight is still WIP)

2hr 5min9:58 PM10/11/25

A light moth system, it would be a companion with you since the start, and would display the dialogues and deliver the whisper dialogue etc. there might be a rune to power him up and get him to fight too. For now, there is a ambient sonar glow, will improve the art tommorow. I also fixed the camera panning issue on the boss fight. and did some code cleanup

2hr 16min10:34 PM10/10/25

Lot of small & major improvements. Bug fixes for quests, sometimes same quest was offered, just 1 with heavier consequences, removed that. Improved moving platforms with wait times, and move when player is in a certain radius near them. Biggest changes are related to boss fight, made camera panning, the dialogue, everything work, although the attacks don't look super visually pleasing will improve soon, and the camera goes back to the position of the pan instead of being parented to the player, which i also have to fix

2hr 10min8:45 PM10/09/25

Rune synergies! combine runes and get extra benefits, but there will be consequences like wonky range and duration on your normal sonars. made all the benefits, debuffs, taking runes from inventory, synergy UI. Will work on bosses tommorow

1hr 32min9:48 PM10/08/25

Improved corruption pools vfx a bit, and started work on rune synergy (yes nothing in vid, bc just some script work

GitHuball the stuff, bosses, enviroments, player animations and more+2084-43
1hr 39min7:31 PM10/08/25

Corruption pools kind of thing, improved level design quite a bit, with all the different hazards/enviromental things. Please feel free to DM me feedback!

2hr 31min10:12 PM10/07/25

Pendulums and spiked platforms with sonar! I havent done the bouncy pad spring yet, will do tommorow, with the level design work.

3hr 5min9:28 PM10/06/25

Crumbling platforms, and bouncy pads, got started with pendulum scripts, and trap/spikes, the bouncy pad spring i have to encoporate into sonar, and i tried to improve the sonar, because for the moving platform compatibility, i had to make it so it redrew every frame, now that doesnt really look good for the static tilemap edges, i haven't had super successful attempts yet. I also have a cool idea to improve the storyline, a light moth so it guides, and whispers and so you like have a buddy kinda thing. idk how well it'll go, i started on a bit of scripting for that too.

37min9:51 PM10/05/25

Sonar optimizations & compatibility withhh MOVING PLATFORMS!! these can go vertically/diagonally/horizonally, excited to use for levels

3hr 37min9:07 PM10/05/25

Worked on boss fights, this is just 1, theres going to be 4, yes i know the art is crappy and its pretty basic rn, but dw i got some cinematic cooking up, rn i have to improve attacks, fix some collision bugs, and improve the like boss fight introduction

GitHublot of changes+3521-1520
3hr 42min1:57 PM09/28/25

Dialogues so now the "lord of darkness" speaks in every level completion, and theres helpers for the player as the whisperers, Some more quest fixes, Dramatic damage effects, like camera slo mo and cinematic zoom in kinda effect from enemy, some more UI polish, like a critical border, when health under 30%, and some particle effects for like double jumps, etc. Also for last devlog i added more instructions too, for example aiming the sonar, etc. I added aiming, charged shots, etc on the UI/instructions on this too. Also fixed a lot of stuff with quests, and improved the difficulty, and active Quests UI. Hope you enjoy!

7hr 8min9:12 PM09/27/25

Lot of bug fixes, such as runes & the important text being shown in a more readable font, quest & rune pickup & cooldown fixes, charge added for light projectiles, and also added a way to aim light projectiles (got this the most in playtests) added a light crystal kinda like a recharge well kinda thing, you get temporarily supercharged by it for 20s, increased sonar duration, increased speed, it heals u etc. I tried to change the sonar from tiles to pixel based approach but it didnt work out, so maybe later, added double jump and dash as well

4hr 22min8:52 PM09/21/25

New demo, QUESTS!! Random quests, they come every 2-3 levels, and have a random reward & drawback this can be a timed quest so if you don't finish it in time you die, to something like a lower sonar range. Hope you guys have fun with this, yes the progress bar on active quests UI is a little bonked, i'll fix for next time

GitHubv0.3+1199-185
4hr 26min11:16 AM09/21/25

Updated settings theres a lot now with key bindings, actual persistence, fps overlay etc., fixed some bugs with cooldown on runes, made heartbeat audio be adaptive to low health/enemies near you, added cooldown indicator for sonar, fixed more bugs with camera being snappy with longer rune sonar. Hope yall enjoy this demo!

GitHublot of runes & sonar work.+1130-257
2hr 16min10:21 PM09/18/25

Lot more work for runes, improved pickup, added back information, improved the stacking, made camera follow if length was far to actually make stacking somewhat useful, made blocking for more than 3, bug fixes on the inventory slots.

2hr 8min9:42 PM09/17/25

Huge improvements to overall runes system, added a new rune for lower sonar cooldown. Tweaked sonar settings a bit, got inventory UI for runes, rune activation, visual feedback to see cooldown/active duration times, runes stacking (multiple times, increases effect exponentially). Potentially to add tiers/variants in future.

GitHubimprovements+1286-336
21min9:09 PM09/16/25

Huge improvements to sonar, now theres a precise aim, better visual effects, dimmer overall & stays on for less, enhanced the effect.

2hr 22min8:48 PM09/16/25

Tried to make procedural level gen, didn't really work out. Made ground enemies not be orangutans and actually chase user and attack, nav ai still to be improved. I'll probably work on improving levels bc shi is boring rn icl

54min9:56 PM09/11/25

Worked on a ground enemy, changed spawner to support both the hoverer, and the ground enemy. Ground enemy attack has to be worked & improved on. The idea for the ground enemy is that its going to have a ground slam which will stun you for like 2s

04:32 PM09/10/25

I added so player is facing the right way at the start of the game.

01993478-0441-7195-8689-123689bb9f8f.png
04:56 PM09/01/25

Bug fix that auto sonar didnt make sound

04:38 PM09/01/25

Bug fixing for the idle thing, it used to keep decreasing health even if you started moving, and i also added a auto sonar every 25-35s

4min2:19 PM09/01/25

Added so if idle (for more than 20s you'll start to lose health for vid it was 5s) with corruption to the health bar.

GitHubcustom loading+3579-1
4min9:55 PM08/31/25

Added Custom logo to the godot engine loading & made bg black

2hr 30min8:31 PM08/31/25

More sound effects for audio, improved rune pickup, improved performance, made enemies in sync with levels for health & damage & spawning etc. Added cooldown to runes, and made less OP. Improved light & dark projectiles, with nice sfx for light. Added Health bar for player, some other bug fixes & polishing. Hope you enjoy v0.2!

2hr 6min1:18 PM08/31/25

Levels manager, ambient horror sounds & heartbeat sound also added typewriter effect to the level announcement kinda thing, fixed the player jump sound, and some other improvements. Next I'm probably going to fix the player being able to jump on enemy.

6hr 16min6:53 AM08/31/25

Fixed up infinite jumping/flying, added enemies, some art for now bound to change either my own or animated, added SFX for attack/death on enemies, fixed some bugs, improved runes. Next up either do my own art - or improve enemies and start improving levels & make progression

3hr 32min9:26 AM08/26/25

some better sound effects, runes system (duration amplifier & range amplifier for sonars), currently working on enemies & attack.

5hr 19min8:59 PM08/24/25

Worked on sound effects, now there's footsteps, jump & sonar sounds also worked on main menu & death screen mainly on scaling stuff & anchoring also made the options scene! only has volume settings for now. Ready to ship my basic prototype! Hope y'all enjoy it

GitHubOptions and some other small stuff+486-184
GitHubv0.1!+3972
6hr 51min11:30 PM08/22/25

Worked on main menu, death screen, some other improvements, probably going to do some work on sound effects and perhaps work on enemies

1hr 41min8:08 PM08/21/25

I worked on a better ping system, this time highlighting the edges in direction the player is facing, and fade away as well, the next thing I'm going to work on is probably procedural world generation then levels system. (Yes infinite levels)

1hr 49min2:07 PM08/21/25

Got basic stuff of the game setup, Player movement & basic flash ability with a small level

08:17 AM08/19/25

I setup godot and hackatime!

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